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CRTB

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Posts posted by CRTB

  1. 5 minutes ago, 98765431 said:

    Could you please also do the same for 'sharpness' to decode those mysterious description of trends like 'gaining sharpness' and 'losing sharpness' that are used to describe a static sharpness status? 

    In all honesty, probably not. At least not anytime soon. These useless heart symbols bugged me enough to look into it further, but I'm not feeling anything like the same ire towards "sharpness".

    What I've done is simple enough for anyone else to replicate if they have the time and inclination to do so though.

  2. 8 minutes ago, DementedHammer said:

    I for one would love this to be an option. 

    I'm sure some would. I know there's a core of players who won't use any real life knowledge, who rely entirely on their scouts, who try to make things really difficult for themselves and that's great and I absolutely respect anyone who does that and you should play the game how it gives you the most enjoyment. I'm also fully in favour of options to suit as many people as possible and there's no reason why a skin couldn't be made which did some kind of conversion on the attributes so that it displayed them as 1-4 stars instead of 1-20 as a number.

    I think it's fair to say though that most people want as much detail as possible.

  3. Bad analogy, my car gauge tells me exactly how many miles I've got left in the tank. Almost all do these days.

    Also, Messi dribbling might be 20 but is that discernible from a player with 19? Especially when propensity to dribble is further governed by flair and ability to do so moderated by technique, balance and agility.

    So without looking Messi or some other player might well be Dribbling 20, Agility 20, Flair 20, Balance 20 but could you as a player or a manager really tell them apart from a player with one 19 somewhere in there?! Especially when this is all just opinion, there's no way to actually "measure" dribbling. Yet we've got all that to help us pick the best player, but when it comes to whether that player is fit to start a match, despite all the technology that top clubs have to accurately monitor fitness and condition, we get LIGHT GREEN HEART. :D

  4. I'm sure they'd love to know that a player is exactly 13 for crossing too, but they don't.

    Make it the same each way and I'll have no cause for complaint. Give us a rating out of 4 for each attribute too, make it "more real":

    Crossing * = Very bad

    Crossing ** = Not great

    Crossing *** = Good

    Crossing **** = Excellent

    Sounds more realistic when you think about it, so who's in for that, for all the attributes? No? Thought not.

  5. 14 minutes ago, craiigman said:

     

    Which one is it?

    I seem to be able to see them from the IGE.

    If IGE means In Game Editor, then I don't have that at least not yet. Is it still an extra £5? 

    Both quotes are true though, I thought what I wrote was pretty clear, apologies if not. From the vanilla game, you cannot see condition. Third party tools allow you to see it. No idea about the official editor.

  6. Also, if there's seemingly virtually no difference between 85% fitness and 100% fitness then if I do say a whole season's matches of Team A on 100% vs Team B on 85%, then do the same in reverse, there should be no difference in league table.

    I certainly have the time and maybe have the inclination to do just this, though it'd take a while as I have other stuff to be doing too, and from what I can tell from a quick Google there are real time editors available now? Does FMRTE allow you to see Condition, anyone know?

    I could stop the game before a match, doesn't matter which one, and edit one team to be 100% Condition on all players and give them say 10 for each attribute, then make the other team 85% Condition and 10 for each attribute. Play that game 38 times, record the table. Then flip it around with Team A on 85% fitness and Team B on 100%. 

    By replaying that one same game 38 times (for each setup!)  we're taking morale out of the equation and other variables which would change over the season because each match would have an identical starting point. I guess that would show definitively whether there's a problem here or not. If both tables come out roughly the same, all's well and I guess we can just adapt to the hearts. If not and there's a big difference ......

  7. 1 hour ago, JordanMillward_1 said:

    They've said it's because people kept ignoring what they'd said about how different levels of fitness applied, and most people just didn't play people under 95% fitness, which doesn't happen IRL (at least in part because you don't know if someone is 90% fit or 95% fit IRL), and so to add the correct level of ambiguity that a real manager would be dealing with, they removed the percentages.

    Well everything else is 1-20, or at least most things are. IRL, can you definitively say that a player is 13 for crossing rather than 12, or 14? No. But in the game you can. So we get 20 possible options for each of 36 attributes for a player, but only 4 options for Condition. It's quite laughable.

    Dumb the whole lot down to 1-4 and then there's an argument for doing it for Condition too. Until then, IMO at least, there's not.

  8. The pertinent data in raw form, for anyone interested....

    First reading of the values, always absolutely spot-on in previous iterations so I trust it is still right:

    image.png.62e356b6980a115a6f5740e8522ee212.png

    Next a screenshot of my tactic screen sorted by "condition heart", I've scrolled to just show the bottom half as this is all that will fit on the screen and anyone above Giacomo Raspadori has a full green:

    image.thumb.png.b4514c1c015d4c22694f70870a273204.png

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